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16 comments

  1. TheDarkNexus
    TheDarkNexus
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    Sooo, I believe I misunderstood how to use this mod, I thought it would allow me to use custom items, while using the mod to set a vanilla set that could be used to display my pawn to vanilla users without causing conflicts, however it doesn't seem to be working like that ? 

    My wife tried to hire my pawn after I equipped it with modded equipment added by content editor, I've set all her display equipment to vanilla equipment only, but it doesn't work and she's unable to find my pawn, including the "Unable to find Pawn" error.

    Could someone give me some insight ?
    1. kagenocookie
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      That's indeed how it should work. Are you sure you modified the right vocation's equipment, and including for your arisen's custom gear?
    2. TheDarkNexus
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      I thought so yus, I modified all vocations equipment to give them something that should be fitting to their vocations, and then left it set on it's currently selected vocation.

      As for my Arisen, that's a bit more complex as I'm rocking Warfarer, so my vocation for the mod matches the weapons I'm currently using, that's probably the only thing that'd be off ? So if I'm using the censer, it recognize me as a Trickster, if I use sword and shield it thinks I'm a fighter. I'm not sure if that's a side effect of using the True Warfarer mod or if that's by design ? 

      I should mention that to test, I asked my wife to download and install the Pawn share mod, and to set it to override validations, that did make my pawn appear for her, with the vanilla gear I've set it to. 

      It's a pretty neat mod, but I seem to have made my pawn unhirable >.< through no fault of your own I'm sure, I'm just not entirely sure what I did wrong
    3. kagenocookie
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      For warfarer weapons - yes, that's by design. The weapon you have equipped when resting is what is used to determine what to send up to capcom servers. Makes it easier to handle things overall that way.

      So just to verify, you also did an inn rest after switching the mod's override loadout? These things can be a bit hard to test so I can't say for sure whether I somehow missed something with my mod, or if you maybe have something else going on in addition - like having your override set to something that shouldn't normally be equippable by that vocation. 
    4. TheDarkNexus
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      I'm likely goofing up somewhere, since setting the character to display Vanilla items and reequipping perfectly vanilla items to the character makes the pawn hireable again. If I could guess, it's probably an armor piece I'm messing up, since you coded weapons to display only if available to vocation, but armors appear to pull all armor pieces that exist when setting up the override. I'll give it another go, since my wife plays the game, that should be easy to figure out eventually. 

      The downside of REframework is that it doesn't straight up tell when you're doing something you shouldn't be doing :D Not gonna look a gift horse in the mouth though, we're lucky enough to get any sort of mod working on this game as it is. I'll keep you posted if I reliably cant get it to work despite setting the equipment correctly, just need to sit down and recheck
    5. kagenocookie
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      I can try adding to display for what exactly failed when trying to summon pawns, as I do have access to that, mostly used it for debug but it seems like that would be useful.

      If you're comfortable with it, you can try editing the lua file a bit yourself since most of that code is still there - remove the "--" from line lines 239 ("-- hook_debug()" ->" hook_debug()") and 77 (print('Pawn validation', method:get_name(), sdk.to_int64(ret) & 1 ~= 0), and open the script console from REF ingame. It should start printing a bunch of "validation <name> true/false" in the console, may give you a hint at what's going wrong.
  2. Dodochip
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    I have a maybe non-related question...

    Do you know how I can re-legalize my pawn?

    I used a DCP gain multiplier.

    And now they can not be hired :'c
    1. kagenocookie
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      If your arisen/pawn level is below 20 then there's a limit to how many maxed out vocations you can have, I assume you triggered that. If so, the only solution is to level up or revert the vocation ranks somehow.

      <lv10: at most 1 vocation can be rank 5 or 6, and none can be >= 7
      <lv20: at most 4 vocations can be maxed out
      >=lv20: no limits

      If that's not it, then I don't know. I'm fairly sure the bans are only clientside so if you fix whatever's triggering it on your pawn, should be hireable again.
  3. SiniVII
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    So does this update the online gear IMMEDIATELY after setting a custom loadout or after you rest?
    1. kagenocookie
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      You still need to rest to make it update, same as in the base game. The mod just changes what it updates to, when it does.
    2. SiniVII
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      Wonderful, thank you for clarifying!
  4. SiniVII
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    This looks very promising. I'll give it a go!
  5. OmniZenn
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    Thanks for this, should allow for wider variety of pawns
  6. BreakXlll
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    Is this the long-awaited pawn manager for DD2??
    1. kagenocookie
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      Sorry no, this just modifies what gets sent to the game servers, nothing to do with save editing.
  7. KazuiyoSenpai
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    I actually want to cry right now. Ive spent the last 3 days using the save manager making 2 other pawns but was struggling to get them to show up in the rift post level 2.
    After installing this everything works finally. Thank you so much!
    I didnt know there was a vocation level cap. I remember when i first played seeing level 1 pawns with max vocations so i guess they added that restriction in a recent patch.